Eternal Slash Savage Impact SX Luxury Sub-Guide by Sophie/Joan: Difference between revisions

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Hello I'm Sophie/Joan (Guide Date: 31/Aug/2025). You would often see me playing in D1/HoL/ToT/CT/Alice Hard with my Shadow Cross char R.ClickToRename255746 or with characters of other jobs. Feel free to hit me up to join my #LFG calls.  
Hello I'm Sophie/Joan (Guide Date: 31/Aug/2025). You would often see me playing in D1/HoL/ToT/CT/Alice Hard with my Shadow Cross char R.ClickToRename255746 or with characters of other jobs. Feel free to hit me up to join my #LFG calls.  


This guide is merely what I do with my Shadow Cross most significantly on D1, HoL (tested well on lvl 20 HoL) and ToT (tested well until lvl 51), but it is not optimized (dm me on discord/In-game if you can improve upon it). This guide is written to satisfy the demand of the currently under appreciated SX class (imo) and that the previous guides are long since last updated as of now (31/Aug/2025) and is not up to date with the latest iteration of the BiS gears (namely the HoL-CT series combo). On single target ('''Eternal Slash Build''') this class hits very hard; on par if not better than melee crit DK. And on melee farming ('''Savage Impact Build''') potential and mobility the class is not bad at all hitting definitely harder than HnS on melee crit DK, and therefore hopefully with this guide more people would be interested in investing time and effort playing the class. Also lastly regarding the 2 presented builds below (ES and SI) mostly they are switchable by just swapping equipments, so being both at a same time in a single character is very much possible (e.g. used SI build with yormi-scalleg combo on weapon for lower level ToT and then swapping into ES build with {{#item:4399}} on weapon after lvl 26 of ToT). There's a great amount of value potentials stemming from the flexibility inertly contained within this class overall, that I very much like it.
This guide is merely what I do with my Shadow Cross, most significantly in D1, HoL (tested well on lvl 20 HoL) and ToT (tested well until lvl 51), but it is not optimized (dm me on discord/In-game if you can improve upon it). This guide is written to satisfy the demand of the currently under appreciated SX class (imo) and that, as of now (31/Aug/2025), the previous guides have not been updated for a while and are not up to date with the latest iteration of the BiS gear (namely the HoL-CT series combo). On single target ('''Eternal Slash Build''') the class hits very hard; on par if not better than melee crit DK. For melee farming with ('''Savage Impact Build's''') potential and mobility, the class is not bad at all; definitely hitting harder than HnS on melee crit DK. Therefore with this guide hopefully more people will be interested in investing time and effort to play the class. Lastly, regarding the two presented builds below (ES and SI), they are mostly switchable by just swapping equipment, so being both at a same time in a single character is very much possible (e.g. using SI build with yormi-scalleg combo on weapon for lower level ToT and then swapping into ES build with {{#item:4399}} on weapon after lvl 26 of ToT). There's a great amount of potential stemming from the flexibility inertly contained within the class overall, that I very much like it.


= Scope/For Whom this guide is Intended for =
= Scope/For whom this guide is intended for =
End game luxury of nice to have and fun to do things for those players who have reached end game and have collected most if not all BiS gears or their equivalent. This guide is not intended to be a stand-alone and more of complimentary for other more comprehensive SX guides (e.g. [[Niru%27s_Guide_to_becoming_a_Semi-Pro_SX|Niru's Guide to becoming a Semi-Pro]])). This guide is very subjective and intuitive as I do not provide exact numbers and optimization, but for that case you can find me to test out or experiment with any gears/luxuries that are listed/mentioned within this guide unless I specifically stated not to have them. In this guide you are assumed to have already worn BiS (Best in Slot) equipment or incomplete BiS (enchanting in progress). <br>
End game luxury of nice to have and fun to do things for those players who have reached end game and have collected most if not all BiS gears or their equivalent. This guide is not intended to be a stand-alone and more of a complimentary for other more comprehensive SX guides (e.g. [[Niru%27s_Guide_to_becoming_a_Semi-Pro_SX|Niru's Guide to becoming a Semi-Pro]])). This guide is very subjective and intuitive as I do not provide exact numbers and optimization, but for that case you can find me to test out or experiment with any gears/luxuries that are listed/mentioned within this guide, unless I specifically stated not to have them. In this guide you are assumed to have already worn BiS (Best in Slot) equipment or incomplete BiS (enchanting in progress). <br>


End game optimization problem is that for some people, some gears/enchants/MVP setups suit them better as it touches the specifics of their playing styles and currently owned assets (e.g. if you are wearing {{#item:480349}} instead of {{#item:480352}}, you will want to wear {{#item:300530}} instead of {{#item:300474}}) and so we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS and whatnots as long as things works well (shout out to get the DPS envy immunity people!).  
End game optimization problem is, that for some people, some gear/enchant/MVP setups suit them better as it touches the specifics of their playing styles and currently owned assets (e.g. if you are wearing {{#item:480349}} instead of {{#item:480352}}, you will want to wear {{#item:300530}} instead of {{#item:300474}}); so we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS and whatnots as long as things work well (shout out to get the DPS envy immunity people!).  


[[File:Saturnosophie.jpg|300px]]
[[File:Saturnosophie.jpg|300px]]
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= General Overview =
= General Overview =
=== Stats&Traits ===
=== Stats&Traits ===
The actual distribution of stats are more loosely defined (this is not a starter player's guide) but we aim to fulfill these '''Objectives''' (by priority):
The actual distribution of stats is more loosely defined (this is not a starter player's guide), but we aim to fulfill these '''Objectives''' (by priority):
# Dish out bigger DPS (ES Build), One Hit (OH) most if not all the mobs in the map you are farming (SI build)
# Dish out bigger DPS (ES Build), One Hit (OH) most if not all the mobs in the map you are farming (SI build)
# 50-70 ACD% and ASPD requirements (mostly problem for ES build, SI build as farmer just need to OH most of the time)
# 50-70 ACD% and ASPD requirements (mostly problem for ES build, SI build as farmer just needs to OH most of the time)
# 217 Critical rate (mostly problem for ES build, SI build with katar will have 250++ critical rate with minimum effort)
# 217 Critical rate (mostly problem for ES build, SI build with Katar will have 250++ critical rate with minimum effort)
# Survivability (overall problem for SX, that compared to melee crit DK we don't have millennium shield rune)
# Survivability (overall problem for SX, that compared to melee crit DK we don't have millennium shield rune)
# Curse immunity
# Curse immunity
# Non-priority niches (carry weight, sp pool)
# Non-priority niches (carry weight, SP pool)


====== Stats ======
====== Stats ======
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* INT - 70-120; SP pool, MDEF.
* INT - 70-120; SP pool, MDEF.


* DEX - 1;(all remaining points here);
* DEX - 1; (All remaining points here);


* LUK - 80-120; For Curse Immunity, Critical rate.
* LUK - 80-120; For Curse Immunity, Critical rate.
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* POW - 110; Damage
* POW - 110; Damage
* CRT - 110; Damage
* CRT - 110; Damage
* CON - 72; Damage (or WIS and/or STA for survivability problem)
* CON - 72; Damage (or WIS and/or STA for survivability)


=== Core Skills ===
=== Core Skills ===
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{{#skill:378}}: Boosts damage.
{{#skill:378}}: Boosts damage.


{{#skill:5290}}: 20% RES ignore, translates to around 5-10% more final damage on most of the case.
{{#skill:5290}}: 20% RES ignore, translates to around 5-10% more final damage against most targets.


{{#skill:2027}}: Various effects, pyrexia one is the most important.
{{#skill:2027}}: Various effects, pyrexia one is the most important.
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{{#skill:5293}}: Shadow wound debuff (not majorly important imo).
{{#skill:5293}}: Shadow wound debuff (not majorly important imo).


{{#skill:7}}:(optional from {{#item:4084}} more relevant for SI build that wants bigger burst of single skill damage for OH) 20% fire-elemental bonus damage outside all other sources it is just simply hits above its weight after you have exhausted every other damage% modifier sources.
{{#skill:7}}: (Optional, from {{#item:4084}}; more relevant for SI build that wants bigger burst of single skill damage for OH): 20% fire-elemental bonus damage outside all other sources. It simply hits above its weight after you have exhausted every other damage% modifier source.


===== Active Skills =====
===== Active Skills =====


Swap Equip: Swap between ES and SI build.
Swap Equip: Swap between ES and SI gear.


{{#skill:150}}: Mobility.
{{#skill:150}}: Mobility.


{{#skill:5001}}: Debuff to disable damage reflection (use this in CT against betel), and increasing melee% damage modifier by 150% against normal class mobs and 75% against boss class mobs.
{{#skill:5001}}: Debuff that disables damage reflection (use this in CT against betel), and increasing melee% damage modifier by 150% against normal class mobs and 75% against boss class mobs.


{{#skill:5289}}: Main Single Target skill. Pair it with '''Cross Slash'''.
{{#skill:5289}}: Main Single Target skill. Pair it with '''Cross Slash'''.
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{{#skill:6511}}: Secondary single Target skill, use it to gain weapon blocking status (requirement for '''Eternal Slash''').
{{#skill:6511}}: Secondary single Target skill, use it to gain weapon blocking status (requirement for '''Eternal Slash''').


{{#skill:5287}}: Main Area Skill. Pair it with '''Cross Impact''' if you still not managed to OH with 1 skill (and you better change map if the mobs still not die after the following '''Cross Impact''')
{{#skill:5287}}: Main Area Skill. Pair it with '''Cross Impact''' if you still not managed to OH with 1 skill (and you better change map if the mobs still don't die after the following '''Cross Impact''')


{{#skill:2022}}: Secondary Area Skill. Damage is around 1/4 to 1/3 of your '''Savage Impact''' so it is not insignificant damage wise but the problem is the long animation. Use it only if necessary to finish up farming target.
{{#skill:2022}}: Secondary Area Skill. Damage is around 1/4 to 1/3 of your '''Savage Impact''', so it is not insignificant damage wise but the problem is the long animation. Use it only if necessary to finish up farming target.


= Gears and Min-Max Technicalities =
= Gears and Min-Max Technicalities =
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Listed from most precious to least worthy. Type @bs in game to see yours:
Listed from most precious to least worthy. Type @bs in game to see yours:


* '''Enemy_Element%:''' Rarest modifier for SX jobclass, mostly seen on more modern iterations of items (post 2016), but is less expensive than Class%. You will have around 40%-90%. Main Sources: Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''Enemy_Element%:''' Rarest modifier for SX job, mostly seen on more modern iterations of items (post 2016), but is less expensive than Class%. You will have around 40%-90%. Main Sources: Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''Class% or Boss%:''' 2nd Hardest and most expensive to get. Generally speaking, you will have around 60%-130%. Main Sources: {{#item:4529}}, {{#item:300474}}, Demigod Set, HoL accessories and enchantments, Abysmal Knight Pet, {{#item:300532}}. The case of SX jobclass is unique that I personally rank it below Enemy_Element% because of the abundance of card slots on double dagger setup, there's more of this potential of Class% modifiers in case you are putting in {{#item:300532}} or {{#item:4140}}.
* '''Class% or Boss%:''' 2nd Hardest and most expensive to get. Generally speaking, you will have around 60%-130%. Main Sources: {{#item:4529}}, {{#item:300474}}, Demigod Set, HoL accessories and enchantments, Abysmal Knight Pet, {{#item:300532}}. The case of the SX job is unique, that I personally rank it below Enemy_Element%m because of the abundance of card slots on double dagger setup. There's more of the potential of Class% modifiers in case you are putting in {{#item:300532}} or {{#item:4140}}.
* '''Skill%:''' Quite hard to get as the source is limited as of episode 21. You will have around 90%-135%. Main source: TDRC and Dimensions Weapons for SI/ES build and is already mandatory, {{#item:300591}} for ES build with yorscalp crown combo.
* '''Skill%:''' Quite hard to get as the source is limited as of episode 21. You will have around 90%-135%. Main source: TDRC and Dimensions Weapons for SI/ES build, which is already mandatory; {{#item:300591}} for ES build with yorscalp crown combo.
* '''Enemy_Race%:''' Not very rare but getting the right ones could be costly. You will easily have 100%-200%. Main Sources: Circulation Garments, HoL accessories and enchantments, various other equipments.
* '''Enemy_Race%:''' Not very rare, but getting the right ones could be costly. You will easily have 100%-200%. Main Sources: Circulation Garments, HoL accessories and enchantments, various other equipment.
* '''Enemy_Size%:''' Easy to get and cheap. You will easily have 90%-210%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears, {{#item:24539}} when proc.  
* '''Enemy_Size%:''' Easy to get and cheap. You will easily have 90%-210%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears, {{#item:24539}} when proc.  
* '''Res_Ignore%:''' Beside {{#skill:5290}} for 20%, other source for now is the Bow/Fatal/Sword Master Shadow Gears for 20% and {{#item:400723}} for 10% bringing us to 40%-50% Res_Ignore%. The effect is only roughly 5-10% pure damage increase for every 20% RES_Ignore%. It is nice because it is outside all other modifiers calculations.
* '''Res_Ignore%:''' Beside {{#skill:5290}} for 20%, the only other sources for now are the Bow/Fatal/Sword Master Shadow Gears for 20% and {{#item:400723}} for 10% bringing us to 40%-50% Res_Ignore%. The effect is only roughly 5-10% pure damage increase for every 20% RES_Ignore%. It is nice because it is outside all other modifiers calculations.
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}.
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantment, {{#item:300533}}.
* '''Melee%:''' Easy to get and cheap. You will have around 200-350% Melee%. Main Sources:{{#item:300474}}, {{#skill:5001}}, various other sources.
* '''Melee%:''' Easy to get and cheap. You will have around 200-350% Melee%. Main Sources:{{#item:300474}}, {{#skill:5001}}, various other sources.
* '''Critical%''' and other '''critical related modifier''' like C.RATE: You will have around 250-450% Critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE.
* '''Critical%''' and other '''critical related modifier''' like C.RATE: You will have around 250-450% Critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE.


Trivia:
Trivia:
* '''ATK%''': this is useless tier damage modifier and should just be ignored for physical build (different case with MATK% of the magical build) unless someone can prove me wrong. Also was tested but not thorough (and I already yeeted the 10% ATK% gambler's seal I'm so sorry)
* '''ATK%''': This is a useless tier damage modifier and should just be ignored for physical build (different case with MATK% for magical builds), unless someone can prove me wrong. Also was tested but not thorough (and I already yeeted the 10% ATK% gambler's seal I'm so sorry)


=== Builds and Equipments ===
=== Builds and Equipments ===
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|  
|  
<small>
<small>
*{{#item:4399}}  
*{{#item:4399}}  
*{{#item:27361}}
*{{#item:27361}}
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*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')  
*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')  
*{{#item:300422}}
*{{#item:300422}}
</small>
</small>
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*{{#item:300249}}  
*{{#item:300249}}  
*{{#item:300250}}  
*{{#item:300250}}  
</small>
</small>
|
|
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===== Eternal Slash Gears aka Single Target DPS Build =====
===== Eternal Slash Gears aka Single Target DPS Build =====


Notice that there's '''Crit%''' modifier being recommended more here compared to the previous SI Gears part, it is because we expect the fight to be longer hence there is more opportunities of {{#skill:5001}} being used which means there's less emphasize on '''Melee%''' modifier and consequently '''Crit%''' is seen to be more usable (because it is farther from saturation in the overall damage modifier percentage now, compared to your overall damage modifiers without {{#skill:5001}} debuff active). Also that {{#item:24307}} is advised to be used for this situation. Otherwise going fully on '''Melee%''' damage modifier is probably better for consistency and cost saving as it is precisely the same as the SI gears recommendation. The same thing also with acd% that it matters now that the fight is longer.
Notice that the '''Crit%''' modifier is being recommended more here compared to the previous SI gears part. That's because we expect the fight to be longer hence more opportunities of {{#skill:5001}} being used, which means there's less emphasize on '''Melee%''' modifier and consequently '''Crit%''' is seen to be more usable (because it is farther from saturation in the overall damage modifier percentage now, compared to your overall damage modifiers without {{#skill:5001}} debuff active). Also {{#item:24307}} is advised to be used in this situation. Otherwise going fully on '''Melee%''' damage modifier is probably better for consistency and cost saving as it is precisely the same as the SI gears recommendation. The same applies to ACD%, as it matters more now that the fight is longer.


Recommended gears (as of Date: 31/Aug/2025):
Recommended gears (as of Date: 31/Aug/2025):
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*{{#item:300456}}
*{{#item:300456}}
*{{#item:300360}}
*{{#item:300360}}
</small>
</small>
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*Enchanted with any of the following:
*Enchanted with any of the following:
**Critical Atttack +8~10%
**Critical Attack +8~10%
**After cast delay -8~10%
**After cast delay -8~10%
**Melee physical damage +8~10%
**Melee physical damage +8~10%
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|  
|  
<small>
<small>
*{{#item:300591}}(BiS)
*{{#item:300591}} (BiS)
*{{#item:4399}}  
*{{#item:4399}}  
*{{#item:27361}}
*{{#item:27361}}
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*Can be carded with the following combo:
*Can be carded with the following combo:
**{{#item:4399}} & {{#item:27361}}
**{{#item:4399}} & {{#item:27361}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300519}} & {{#item:300506}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
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*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')  
*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')  
*{{#item:300422}}
*{{#item:300422}}
</small>
</small>
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===== Cowring Farmer Double Dagger Autoattack Build aka Event Enjoyer Build =====
===== Cowring Farmer Double Dagger Autoattack Build aka Event Enjoyer Build =====


This one is born from interesting phenomenon unique to this server that you can survive on farming cowrings and doing well on GM events alone, provided you don't mind the slower progression (compared to harder farmer). Nevertheless the potential of including this action your income gathering/ farming pattern is worth it (average: 50 muh coins on busy hours, up do 200 muh coins on dead hours of the server per cowring event which took approximately 3 minutes counted from first announcement) but with the low requirements of the gears, the RoI (Return on Investment) is indeed quite high if you count it as per minute income. The entire required gears would probably cost around 200m for entry gears/minimum working gears and up to 500m for locally optimized quasi-perfection state (by what I meant is more investment than this point is possible but it will get saturated compared to the performance gained). This build is also great for the likes of autoattack events like the spring neustad attack event (I'm consistently top 5 but never managed to break down the secret to be the 1st but imo it is good enough anyway).
This one is born from the interesting phenomenon unique to this server, that you can survive on farming cowrings and doing well on GM events alone, provided you don't mind the slower progression (compared to harder farmer). Nevertheless the potential of including this activity in your income gathering / farming pattern is worth it (average: 50 muh coins on busy hours, up do 200 muh coins on dead hours of the server per cowring event, which takes approximately 3 minutes counted from first announcement). With the low requirements of the gear, the RoI (Return on Investment) is indeed quite high if you count it as per minute income. The entire required gears would probably cost around 200m for entry gears/minimum working gears and up to 500m for locally optimized quasi-perfection state (by that I mean: more investment at this point is possible, but it will get saturated compared to the performance gained). This build is also great for the likes of autoattack events, like the spring Neustadt attack event (I'm consistently top 5, but never managed to break down the secret to be the 1st but imo it is good enough anyway).


With this build we aim to fulfill these Objectives (by priority):
With this build we aim to fulfill these Objectives (by priority):
# 193 ASPD (biggest problem when wearing double dagger)
# 193 ASPD (biggest problem when wearing double dagger)
# Dashing out as much autospell as possible (aim at least 200 dps on plant protocol dummy and 300 or more is great)
# Dashing out as much autospell as possible (aim for at least 200 dps on plant protocol dummy, 300 or more is great)
# Survivability, mostly HP pool (for spring-like events only, aim at least 150k and more than 300k is great)
# Survivability, mostly HP pool (for spring-like events only, aim for at least 150k, more than 300k is great)
# Reducing miss on target ( I am still so clueless about this lmao so any input is very much appreciated)  
# Reducing miss on target ( I am still so clueless about this lmao, so any input is very much appreciated)  


Also note that the more people build this, the lesser the overall RoI will be.
Also note that the more people build this, the lesser the overall RoI will be.
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</small>
</small>
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|
*Nice to have but there are other alternatives like {{#item:410233 }} with MaxHP% enchant which is not bad at all.
*Nice to have, but there are other alternatives like {{#item:410233 }} with MaxHP% enchant which is not bad at all.
|-
|-
|'''Lower'''
|'''Lower'''
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</small>
</small>
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*Enchanted with MaxHP% enchant, {{#item:310078}}, or {{#item:310077}}(Agi Soutane only) or any will work well as long as you're reaching the 193 ASPD and have no HP pool problem.  
*Enchanted with MaxHP% enchant, {{#item:310078}}, or {{#item:310077}}(Agi Soutane only) or any will work well as long as you're reaching 193 ASPD and have no HP pool problem.  
**For more info on how to enchant, check this [[Abyss Lake|page]] or [[Odin|page]].
**For more info on how to enchant, check this [[Abyss Lake|page]] or [[Odin|page]].
|- style=height:18em
|- style=height:18em
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*{{#item:4646}}  
*{{#item:4646}}  
*any bio5 mvp e.g. {{#item:4677}}
*any bio5 mvp e.g. {{#item:4677}}
</small>
</small>
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<small>  
<small>  
*{{#item:300097}}
*{{#item:300097}}
or in the case you still have ASPD problem, use the delay after attack reduction Geffen Tournament/Midnight Geffen Tournament card:
or in case you still have ASPD problem, use the delay after attack reduction Geffen Tournament/Midnight Geffen Tournament card:
*{{#item:300180}}
*{{#item:300180}}
*etc
*etc
</small>
</small>
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*{{#item:4238}}  
*{{#item:4238}}  
*etc
*etc
*or the likes of MaxHP% adding card if you still have HP problem:
*or the likes of MaxHP% adding cards if you still have HP problem:
**{{#item:300118}}  
**{{#item:300118}}  
** etc
** etc
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*{{#item:4238}}  
*{{#item:4238}}  
*etc
*etc
*or the likes of MaxHP% adding card if you still have HP problem:
*or the likes of MaxHP% adding cards if you still have HP problem:
**{{#item:300118}}  
**{{#item:300118}}  
** etc
** etc
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*Shadow Gears:
*Shadow Gears:
**Double Maximum Mammoth combo: very strong if not BiS, theoretically explained by the 12% gain in Enemy_Element% modifier. Only worn double with {{#item:4399}} other wise just one pair.
**Double Maximum Mammoth combo: very strong if not BiS, theoretically explained by the 12% gain in Enemy_Element% modifier. Only worn double with {{#item:4399}} other wise just one pair.
**Both ES and SI build needs full penetration/infinity otherwise wear {{#item:4399}} for 100% def pierce and {{#item:24386}} or {{#item:24733}} or {{#item:9193}} for ignore weapon size modifier.
**Both ES and SI build needs full penetration/infinity. Otherwise wear {{#item:4399}} for 100% def pierce and {{#item:24386}} or {{#item:24733}} or {{#item:9193}} to ignore weapon size modifier.
**Otherwise double +10/+10 Bow/Fatal/Sword Master Shadow Gears is not bad, however it will lock you into using or {{#item:9193}}. There's also possibility of using one set of +10 Bow/Fatal/Sword Master Shadow Gears and {{#item:27294}}(Experimental) and then the rest of the shadow gear will be a pair of Maximum Mammoth
**Otherwise double +10/+10 Bow/Fatal/Sword Master Shadow Gears are not bad, however it will lock you into using or {{#item:9193}}. There's also the possibility of using one set of +10 Bow/Fatal/Sword Master Shadow Gears and {{#item:27294}}(Experimental) and then the rest of the shadow gear will be a pair of Maximum Mammoth
**With {{#item:4399}} use +10/+7 Bow/Fatal/Sword Master Shadow Gears instead so the 50% def pierce won't trigger
**With {{#item:4399}} use +10/+7 Bow/Fatal/Sword Master Shadow Gears instead so the 50% def pierce won't trigger
*+9 {{#item:24539}} is very strong while being very cheap.
*+9 {{#item:24539}} is very strong while being very cheap.
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